AI-generated homebrew


Homebrew and House Rules


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On a lark I dropped the first sentence of the grapple rules into Transformer to see whether it could come up with a better version:

I wrote:
As a standard action, you can attempt to grapple a foe, hindering his combat options.
Transformer, in response, wrote:

As a standard action, you can attempt to grapple a foe, hindering his combat options. He takes a –4 penalty on his Strength, Dexterity, and Constitution checks. This grapple does not take effect on grapple attempts made against an opponent who is immune to grappling maneuvers. He falls prone as an immediate action or ends the grapple at any time. A grapple cannot grapple another character or creature with the same creature type or subtype. If you grapple the affected creature this way (in the example above), you do not grapple their allies while grappling them, and your actions while grappling this creature don't cause them to take extra damage. If you are caught by this ability, the character with the higher Strength score gains temporary hit points equal to your Strength modifier. This ability uses your Strength bonus and is usable once per round.

Horseback Sprint (Su): At 11th level, your horseback sprint provides a way to bypass the movement penalty associated with your natural movement. If you gain a rank in any one martial artist specialization, you can attempt a DC 15 bull rush check against your target's Strength score to try to get out of a bull

I'm implementing this in my home game immediately. My players won't be able to stop trying to get out of a bull! Not being able to grapple other creatures of the same type is a bummer, though. I guess it keeps you from exploiting grappling your friends for at-will temporary hit points.


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On a related note, the new ogre looks fierce (again, bold text was the prompt):

Transformer wrote:

Ogre

Ogre CR 3
Source Pathfinder RPG Bestiary pg. 220
XP
400

NE Large humanoid (ogre)

Init +16; Senses darkvision 60 ft.; Perception +25

DEFENSE

AC 26, touch 21, flat-footed 25 (+11 Dex, +4 natural, –2 size)

hp 141 (12d6+70); fast healing 5 (+2 armor, +2 deflection, +4 natural)

Fort +12, Ref +8, Will +6

DR 10/magic; Immune all magic

OFFENSE

Speed 30 ft.

Melee +1 scimitar +24/+17/+1 (2d6+11/19–20)

Ranged Scimitar +20/+15/+10 (2d6+15/19–20)

Special Attacks fury of the ogre, swift strike (8d8+33/19–20 plus 1d4 extra damage, AC 16, vs. poison, AC 20)

Tactics

Before Combat The ogre

"Fury of the ogre" indeed.


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This isn't what I expected this thread to be about. It's so much better.

Quote:

You can use this spell to expand a demiplane you created with create lesser demiplane spell.

Level 1 (4 Slot):

Creates a demiplane sized up by 4 times the demiplane's space.

Spellcasting ability is Intelligence, with a casting time of 1 standard action. You determine the nature of the demiplane in which you created it. The dimensions are chosen at 10th level and the number of dimensions increases to 20. The demiplane cannot be constructed without a spell slot (e.g., the demiplane created by the creator of the dimensional gate cannot be formed through a normal gate spell).

Level 5 (8 Slot):

With one standard action or as a bonus action, you can cause one dimension that you are within to expand to become 8 levels taller or 7 levels smaller, each dimension has two dimensions, and the size of both dimensions increases by one size category.

With 10 minutes or as an action, you can cause two dimensions you are within to expand to become 3 levels tall or 1,5 levels smaller, each dimension has three dimensions,

Is this 5E terminology?

Quote:

Wish is the mightiest spell a wizard or sorcerer can cast. It is used for casting spells, but the effect persists indefinitely if the spell is successful. For every two successful attacks you attempt, the wish spell grants two temporary hit points equal to 1 + (1d6 + your Charisma modifier). Your allies within 30" gain temporary hit points equal to your Charisma modifier. If you are already on the field when the wish is invoked, you're just temporarily turned to stone. While it is in effect, a wish causes you to gain temporary hit points of 1d6 + your Charisma modifier. When you wish a creature to come into existence, choose one of the following effects if it isn't already present or fails.

The creature gains an Intelligence of 1 and +1 constitution until the spell ends. When it appears next to the caster, add its Constitution modifier to the result of your saving throw and gain advantage on your attack rolls until the spell ends. If it makes an attack roll, if half the damage it takes hits its constitution score, it must make a Constitution saving throw. The save DC is Acrobatics + your proficiency

That turning to stone result is harsh.


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Tried this with an old faithful spell:

Fireball wrote:


A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The DC to see through the explosion is equal to 10 + 1/2 Dex × 5 caster level. The blast can impact every square within 5 feet of any point where the fireball struck. These squares also take a 10-foot blast of fire damage, and each successful attempt to hide in any adjacent square from the fireball or make an Escape Artist check takes 1d6 points of fire damage as the spell's effect ends.

Hm- that's a pretty high DC to see through the explosion, if it's increasing by 5 x your Dexterity each level! I'm curious about this replacement of saves with a stealth or Escape Artist check?


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M¥ ρ3ΘφΓe!


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Try "A good idea for a rpg campaign setting" as many times as necessary


Attempt 1

Quote:

A good idea for a rpg campaign setting is a place of worship, in which the player characters are the local priest, priestesses or priestesses of some deity and serve at the shrine of that deity.

(The god may not be a person, and may not appear as much as a statue. Most of the characters in this scenario will be either in the guise of deities or other beings for the time being.)

Most games of this sort do not use religions.

Races of the game are typically those of humanoids with the physical and/or mental attributes of "human". Examples of races include humans, elves, gnomes, dwarves, kobolds, and so on.

Some people say that only the gods exist, but they are not.

Some people say that both god and godless exist — that God and Godless are the same thing.

It is important to remember that it is not your role in your campaign to represent the gods as you see them or to choose the races of the gods.

Your role in your campaign is to use

Robot seems conflicted on the subject of religion.

Attempt 2

Quote:
A good idea for a rpg campaign setting is a city. Here's a city that is a big place. In an urban city the streets are lined with restaurants, bars, stores, libraries and other businesses that people congregate outside. In a smaller town or country, the streets can be a little larger as most people have homes close to the main street or side streets. In both cities there are people walking down the streets in the morning who never seem to leave as there is nothing to distract them. In a rural setting, there might be a good amount of farms and woods because living in a rural setting is generally a much quieter way of life especially when there are less distractions like people around you. A simple city is ideal to create a set so that the characters can interact with the various groups. They could have a relationship or find themselves in a group that they share common interests or enemies with. But let's say that the characters have to move away from the central city in a hurry so what they do instead of getting into a group or guild might be to head back to

That was almost workable. Nice.

Attempt 3

Quote:

A good idea for a rpg campaign setting.

1 - Excellent 3 - Good

A book full of info about fantasy.

This book has the following categories of topics:

• Fantasy - the setting of this world.

• History - the history/culture of this world from the past to the present.

• Religion

• Monsters

• Magic

• The world itself

• Characters

• Factions

• Backgrounds - information about the race/organization

• Magic Items and Spells

These are all a good place to start. The book contains the following sections/resources:

• Factions - how they came to be and what is their mission.

• Character Creation

• Character Backgrounds - the various types of background information.

• Characters - the various kinds of character info.

• Magic Items and Spells - the different kinds of magic items that are available.

• Monsters - the various types of creatures in this world.

• Magic Items and Spells - the different

A very repetitive table of contents.

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